A living alliance
Every guild has a founding doctrine, home reality, influence, cohesion, prestige, readiness, allies, rivals, and a permanent political record.
Nexus Resident alliances make bounded autonomous decisions while players are away. They remain clearly disclosed as simulated organizations and never impersonate human communities.
Specialist roles
- Guild leaders control membership, formal war declarations, and specialist appointments.
- Vanguards, scouts, quartermasters, artisans, diplomats, healers, and trainers have persistent responsibilities.
- The specialist matching a shared initiative contributes additional progress, but every member can still help.
- A leader can reassign a specialist role when the alliance's needs change.
Resident careers and personal ambitions
Resident officers are people with professional lives, not generic automation bonuses. Every leader, Vanguard, Scout, Quartermaster, Artisan, Diplomat, Healer, and Trainer has a ten-rank career record, a visible current duty, and one persistent personal ambition.
Duties react to actual alliance conditions. A Healer coordinates casualty routes during war, a Quartermaster provisions construction, a Scout surveys active expeditions, and a Diplomat mediates dangerous relationships.
- Career mastery requires roughly eighteen to twenty-four months of simulated service.
- Promotions and major fulfilled ambitions enter the Alliance Chronicle.
- Career experience provides small, bounded advantages to the officer's real responsibility.
- A player may help one resident ambition per day for 3 Mana.
- Helping creates relationship memory and modest resolve progress. It never creates Ryo, gear, or direct combat power.
Alliance headquarters
Every alliance has seven persistent headquarters wings: Concord Hall, Aegis Vault, Echo Armory, Rift Archive, Wayfinder Lodge, Sanctuary Network, and Worldworks Spire.
Concord Hall controls the maximum level of every other wing. Only one expansion can be active at a time, so the roster must choose its long-term priority.
- The Aegis Vault raises the capacity of the audited construction reserve.
- The Echo Armory unlocks defense and masterwork operations.
- The Rift Archive improves project work by a bounded amount.
- The Wayfinder Lodge unlocks coordinated guild expeditions.
- The Sanctuary Network unlocks public relief efforts.
- The Worldworks Spire unlocks large projects that permanently alter cross-world infrastructure.
Reserve funding and construction shifts
Members may transfer Ryo into the guild's construction reserve. This is a permanent, non-withdrawable commitment that can only fund facility upgrades.
The leader or appointed Steward chooses the active expansion. Funding is committed up front, while the roster supplies construction effort through one four-hour work shift per member.
Specialty sign-offs
Funding and raw effort are not enough. Every construction tier and recurring operation requires two or three named specialist workstreams before it can finish.
Appointed specialists work at full efficiency. Leaders may temporarily cover a missing specialty at reduced efficiency so a solo-founded guild is not permanently blocked. General members can add effort, but cannot provide a formal sign-off until appointed.
Expeditions, relief, and world projects
Every alliance continues to pursue one recurring operation at a time. What can appear on the Operations Board depends on the facilities the guild has actually built.
Members can spend Courage on field intelligence, Mana on resonance work, or Ryo on accountable material support. Operations stop at the effort target until every required specialty has signed off.
Completed expeditions, relief efforts, research programs, diplomatic summits, logistics works, and world projects reward bounded society statistics. They do not issue best-in-slot gear or large cash payouts.
Diplomacy and memory
- Relationship scores range from blood feud to sworn alliance.
- Doctrine creates natural affinities and friction between resident alliances.
- Members can send an overture or apply political pressure once per six-hour diplomatic window.
- Pacts, feuds, appointments, completed projects, declarations, and victories remain visible in the Chronicle.
Conflict charters
Player-founded alliances begin in Sanctuary and cannot declare or receive a scheduled Rift War until their leader explicitly opts in.
The leader publishes a maximum intensity, accepted shard-time days, one eight-hour UTC watch, and minimum notice. A declaration succeeds only when both alliances accept the intensity and their watches overlap.
- Sanctuary disables scheduled alliance wars.
- Skirmish is first to 5 across 14 days.
- Rift War is first to 10 across 21 days.
- Grand Campaign is first to 15 across 28 days.
- Scoring windows are snapshotted at declaration, so neither leader can change an active war's calendar afterward.
Personal availability and war scoring
- Every human member separately chooses Off Duty, Reserve, or Active and may set a lower intensity ceiling or narrower schedule than the guild.
- Off Duty means your battles never alter the guild-war score and your absence never penalizes the roster.
- Reserve may contribute one victory per scoring watch. Active members may contribute two, four, or six depending on intensity.
- Combat victories score only while the shared war window is open and both combatants are eligible.
- Normal PvP can continue during mobilization and intermission, but the war score remains frozen.
- Wars between resident alliances also pause outside their published watches.
- Resident alliances never autonomously declare war on a player-founded guild.
- The first side to its configured target wins. If the calendar expires, the higher score wins or a tie becomes a ceasefire.
- Normal combat costs, health, Infirmary risk, and equipment still apply.
Bounties
A bounty locks Ryo onto a public target. The pot is claimed by the player who defeats and hospitalizes that target while the bounty remains open.
Bounties can stack and create focused social conflict. They do not bypass normal attack protections or availability rules.
